Not many duplicate players grasp how rubber bridge scoring affect tactics. The typical duplicate player plays rubber like he's playing IMPs and will do OK but get at lot of his close decisions wrong.
By the way, a very fair number of rubber bridge players when the game was in its heyday were quite ignorant of proper tactics.
Let's look at some numbers. What is the value of game? Winning the first game of the rubber is worth 350 (not the 300 given for a game in an unfinished rubber, which was the origin of 300 for game NV in duplicate). The reasoning: You have a 50% chance of winning the second game for a 700 rubber, for an expectation of +350. If you lose the second game, you have a 50-50 chance of winning or losing a 500 rubber, for an expectation of 0. Value of the first game: 350.
The second game of the rubber is also worth 350. If the side that won the first game wins the second game, they change their 350 expectation into a 700 score=+350. If the side which lost the first game wins the second game, they wipe out the other sides 350 advantage=+350.
The third game is worth the 500 rubber score.
So for prempting/sacrificing, we can see some differences vs. IMPs. It would seem that we can preempt just a tiny bid more aggresively at neither vul, as their 4M is worth 470 instead of 420, but the difference is slight and is outweiged by the absense of the IMP scale reducing the magnitude of our big losses--so IMP tactics should work here. There is a big difference at favorable: their 4M is worth 470 instead of 620--we should bid as if neither vul. Again we can can follow IMP standards at both vul and unfavorable: at both vul, theier 4M is 620 same as at duplicate, at unfavorable their 4M is 470 rather than 420, but the disasters hurt more.
The value of a very small partscore (<40) is less, but these are rare in a good game.
Now where the difference in the games really show up is in partscores. A partscore is worth somewhere between 1/4 and 1/3 of the value of the game. Partscores get converted about half the time, but the partscore was only an advantage if you convert it when yoiu couldn't have made game anyway. So let's say a partscore is worth 150 with both vul and 100 otherwise.
Constructive game bidding needs to be more conservative than IMPs, more like MP.
Competitive partscore bidding with nothing on the score will be very similar to IMPs, maybe even more aggressive as the parscore is so much more valubale than in duplicate: letting them make 3♥ when we can make 3♠ is a 380 point swing. Where everbody goes wrong is when some one side or the other has a partscore.
If both sides have partscores, competive bidding should be very agressive notwithstanding the risks. Now letting them make 3♥ when we can make 3♠ is a double game swing.
If our opponents have a partscore, we should go quietly. Thier game is of less value as they already have an expectation of 100 or 150. So giving up 300 to stop 2M = 310 or 360 is a small gain and the time the sac is too expensive are more costly.
If we have a partscore, we should be ready with the axe for the same reason: our game is less valuable but the penalties are the same size.
If our opponents have a partscore, we should bid game freely. Say both vul they have 60 on and we bid and make 4M. Our gain is 120 for the trick score + 500 for the game + 150 for wiping out their expecation = 770, while the loss is 90 for tricks if we had stopped in 3 + 150 for partscore + 100 for the undertrick =340. 31% is enough if we don't allow for doubles or down more than one. Rather less than the % needed vul at IMPs.
For slam bidding, if both sides have a partscore there is no effect. If only our side has a score, we can live it up. Our slam is just as valuable but the game we blow if we go down is worth 100/150 less, because we still keep our partscore.
If only they have a partscore, we have to tighen up: the game we blow if we go down is worth 100/150 more for wiping out the enemy partscore advantage.
This post has been edited by mikestar: 2005-October-13, 01:52

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